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Waterfall Residence
Set in Canada, this facility is under attack by Anarchists seeking to destroy a residence that has rare cultural values. Subscribe Fragment number two: "Anarchy and art" " - They must feel the pain of loss! We will inflict as much damage to their cultural legacy as we can! We will not back out and will take them with us... "
Terrorists arrive to destroy a villa built near the old lighthouse. The villa itself has valuable pieces of art.
Under the lighthouse there is a small warehouse, possibly used to store precious historic artefacts.
Original Waterfall (old)

Hi everyone.
Firstly I designed this map in 2016 but this version is bad and after 2 years i ve decided redesign this map.
Metro is hostage rescue scenario bases in Turkey. This map have 4 multiple levels. Some building designs is real and all location and subway line name is fake.
I want to improve my map tactically with your help. Thanks in advice.
Metro Workshop Page
Here some screenshot:

In the year 2001 I published the map de_celtic for Counter-Strike 1.6, which became quit popular. Now I found the time to create a remake for CS:GO. The layout is carefully expanded with two new connections.
In 2001 I used the editor Quark, so now I've started at zero with Hammer, making this one. I was a more-than-one-year-journey and without the TopHATTwaffle-tutorials this map wont exists.
Hope, you have fun. Tell me, what you think, every comment is welcome.
https://steamcommunity.com/sharedfiles/filedetails/?id=1601196112

This is our first map and we submitted it for the /r/csmapmakers﻿ 2018 wingman contest . We hope we could get some criticism and improve the map .
Thank you very much (We know that there is a problem with the water on low shadow details and some clipping problems too)
https://steamcommunity.com/sharedfiles/filedetails/?id=1593057959

Here i present you my small/medium awp map. The actions takes place on a deserted island in the middle of nowhere. The layout is symmetrical. It features custom detail sprites by me .
Credis: @Yanzl for pines and ocean water
STEAM WORKSHOP
a picture is a thousand words but i guess a video clip is a thousand pictures

My map De_Quaint is now finished and submitted to the /r/csmapmakers 2018 wingman contest.
You can find it on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1588494723
I'm a fan of the layout, but this is the first time I've tried to detail a level to a high quality. I developed this for both the competition and as the first half of my final year project for university. I'd really appreciate any advice I could get for how I could improve my detailing. Thanks!
T Spawn
T Long
T Lower
CT Stairs
CT Spawn
CT Bridge
T Bridge

High above the world in a lost mountain, a dormant volcano begins spewing out a mysterious liquid. Arcas Industries immediately claims ownership, but what are their nefarious intentions? And more importantly, can two lone terrorists stop them?
This map was made for the 2018 r/CSMapmakers Wingman Competition.
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1575910876
Art and Design:
@Squinky
Layout and Design:
@T-Rexer

I uploaded on steam workshop a beta version of my project CS:GO defuse map, de_aurelia.
This is a remake, represented by a visual and layout upgrade.
The map is designed for a casual gameplay scenario, above 20 players.
The theme wants to be some palace from Italy. Why Italy again, simply because there are palm trees, the sun is always shining and last but not least, it was pity not to use some of de_canals's assets. Of course not all of them are stock assets, some of the HD textures are made by me in Substance designer (some of the tiles and the plaster walls).
I don't want to pollute the forum with screenshots, you will find some on steam workshop. The map still has some visual bugs, rough edges, exploit areas, that i am aware, but they don't impede the gameplay.
If someone is interested to provide criticism , he or she are welcomed. I'm not in a rush to finish it so please take your time.
Thank you.

Hey all,
This scene is a reimagining of my friend Yuya Takeda's concept, the archive of everything part - 2 'https://www.artstation.com/artwork/VODxP'
The concept was an inspiration to try 3d modeling and texturing on a bigger scale for me and not just sticking to relighting or speed design scenes.
Assets were modeled exclusively in Modo and use rounded edge shader for almost everything. The substance suite drives the texturing process with additional help taken from photoshop.
Check out more and better res pics here - https://www.artstation.com/artwork/xzYNAm
Leave your comments and thoughts below.

INFO:
Current version: rc3
Current version file name: de_soat_rc3
Author: me
DOWNLOAD:
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1209173869
GameBanana: https://gamebanana.com/maps/197803
GameMaps: In the process
GoogleDrive: https://drive.google.com/open?id=15dk5xSlKtkC8pYtWRDP4r1E9iSu_taY4
Description:
This designed mostly as a "casual" for 8x8 - 10x10 players especially, but also can be played 5x5.
Large and complex bomb defusal map set in Uzbekistan mountains.
Terrorists are bent on destroying the unstable country economy by attacking one of its major power plant.
Map overview:
Larger version
SCREENSHOTS
Ps: Hey, post your feedback and bug report here, this will be very helpful for me, thank you.

Hey, I just want to say that I finally finished the project.
It's short (5 minutes) walking simulator in CSGO.
You can check it out and let me know what you think about it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1523314968

RELEASED
Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber
Old post
Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size.
It features trap room in the center of the map and zero grav pools. Playtesting was really fun
Here's bsp layout screenshots
After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think.
This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber

This is my first ever map! I've created this map of the course of about seven or eight days so far, and I've been pouring a whole lot of hours into it! I feel in spots it's rough because it's my first venture into mapping, however I impressed myself in other spots, whether by luck or good design choices.
I started out with the vague idea of fighting on a stage, turned that into a rough layout of a concert theater on paper, and then into a defusal map in Hammer World Editor for CS:GO. The general idea of the story is that the Terrorists are a group of extremists bent on stopping a play due to homosexual characters being involved, and are willing to do anything in their power to stop it, including blowing up the materials and the stage used for the performance. The police were tipped off one way or another though, and counter-terror units have been deployed to stop them.
The Terrorists spawn in the front parking lot of the Concert Arena, given the choice to either head towards middle, in the front door towards to the stage (Bombsite A), or into a warehouse that leads into a work yard with several important containers of materials for the play (Bombsite B). The Counter-Terrorists spawn in a storage room, and can either jump out of a store window into the boarded up middle, head out onto the stage, or go out the back door and/or the garage door into the work yard.
The current version is fit for playtesting I believe, but it will most likely change quite a bit. I kept a very open feel for the map, with large sprawling corridors and tall-roofed buildings. However, there isn't a large vertical focus, only a couple vantage points for either site. The rest of the vertically on the map simply comes from the ground being higher or lower in places. This wasn't completely intentional, but as I playtested with bots, it seemed to fit alright. As of now, I'm not sure whether it is CT sided or T sided, and chances are good I won't know for a while, if ever, since I don't have the popularity to test it enough times with equally good teams to know for sure.
Here are some shots from inside the map itself, shots of both spawns, each bomb site from several angles, and middle!

I just published 'Chalice' to the workshop, a small Wingman map inspired by a fortification in northen Italy, and a spin-off to my earlier map Scepter. Assets from 7 different maps came together to make this: https://steamcommunity.com/sharedfiles/filedetails/?id=1362837520

A while back I have applied to join the Pirates Vikings and Knights II Development team as a level designer/enviorment artist. It's a free multiplayer source game where three teams fight against eachother. The project I am working on is 'Desertruin' with the Trinket War gamemode. This gamemode is a team-deathmatch gamemode with each team carrying a holy grail you have to protect. When you kill a enemy holding the grail your team will gain a point and at a 'x' amount of points you win.
This map is orginally created by Yeehaw and then updated by Latteh. I have recreated the map with a new direction using the already existing assets. It's still in development, but the basic shapes and feeling is there. Now it's time to get some more custom assets and effect in.
If you guys have some feedback already I would be happy to recieve it.
For those who don't know PVKII, it's time to check it out! https://store.steampowered.com/app/17570/Pirates_Vikings_and_Knights_II/
PVKII dev team is always looking for new motivated members on any aspect of game design

Hello Mapcore!
This is the final project I have made in my first year from my master as a 3D Artist. The project is based in a distopic futuristic city with a big gap between rich and poor, and mafias fight for the control of it.
The whole project has been created by the entire class, with me and Pau Sanchez creating the Outdoor part of the scene (Floor, low level, first level, tunnel and roof).
The aim was to work all the class in one big project, with our teacher being the lead artist of it.
In all this work I was responsible of creating the kitbash for the floor, first level and roof (From our part of the scene), and also creating some props and one big car.
I also created the main character with a pistol, that has a basic rigging and skinning and is able to move around the whole scene interacting with doors, elevators and enemy players.
We used vertex paint for texturing the entire floor, tunnel and low level, and Substance Painter for the rest of the parts.
Breakdown
Floor kitbash
First level kitbash
Roof kitbash
Floor asphalt (Created with Substance Designer)
Car asset
Main bridge. Create by: Hao Jin and Jordi Oller
Tunnel. Created by: Hao Jin and Jordi Oller
Area 2. Created by: Irene Cruz and Jordi Montfort
Aside from the 3D artist result, which was our main focus, it is also a playable project, with colliders and usables, and also players that are able to move around the whole scene.
You can also spread love around Artstation https://www.artstation.com/itzomega and help me grow as a 3D Artist
Thank you for your time!

I had published the remake of my old map de_alexandra. Here is the workshop link.
As you can see, it uses the new dust2 assets and a few custom textures (the rock walls and bomb-site B walls). The radar view doesn't look as pretty as the official maps have, but fulfils its purpose. Some areas maybe are not as detailed as they should be, but too much clutter hurts. There is room for improvement nevertheless. I optimised the map the best i could. The layout may seem a little bit strange and it's focused mainly on a casual game type. Giving the fact that this was one of my first defuse maps ever made, in late 2009, it has some dust2 influences. As player models i used GIGN vs LEET to better match the decals's french writings. Every team has 5 spawn points with a spawn priority of 1, the rest have 2 and 3. I used name places in the nav file , some of them are not really what i wanted, given the limited name places list that csgo has.
Any constructive feedback is appreciated. More screenshots are on the workshop, also i invite you to test the map yourself.

I was bored so I made a Flying Scoutsman layout one evening, with no intention to finish it. After a surprisingly fun playtest, I changed my mind and worked together with the maker of the map Beerhouse to make this map visually appealing. So this here is the final version. There will be obviously problems with all the displacements, so feel free to report them to us. Hope you have as much fun playing this with friends as we did making it.
Story:
Deep in the Outback, the Phoenix have set up base in an old opal mine. Hearing of an imminent plan to attack the government, Northern Territory Counter-Terrorist units have been called in to halt the operation...
Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1399373623

I have made a remake of an old map from the game Crossfire. It was the first map I played in a FPS game and I decided to remake it.
I've tried to make it look like the original map as much as possible and didn't upgrade it visually or layout wise. It will most probarbly not play well in CS:GO.
It's my first post here, hope I'm doing it right.
https://steamcommunity.com/sharedfiles/filedetails/?id=1392957812

I wanted to do something different in-between my planned projects, so I had a look at Far Cry 5's Arcade editor and made an Outpost level called Wetland Turmoil. I also figured that I'd take this opportunity to write down my more or less incoherent thoughts on the editor, for those interested in checking it out.
I like Arcade overall. It's robust, easy to learn and simply put designed for cranking out levels fast. I think that's both a strength and a detriment, as on one hand it diminishes the barrier of entry and creates a huge PR buzz for the game, while on the other it hampers advanced users creativity. You can tell it's a watered down version of whatever editor Ubisoft uses in-house, as I was missing some stuff that I wanted. There's no prop scaling, flowing rivers, dynamic wires, scripting of any kind, custom post fx - things that you otherwise might find in the base game of Far Cry 5. Though I must say that the environment options available are powerful. Each node on the grid has a hard memory limit that is hit quite fast, especially when you add AI. This makes sense though as Ubisoft would not want to deal with huge, broken maps all over the place, basically a safety net.
Terraforming, painting foliage, placing props, setting up compositions etc. is a blast though, and you get a lot of props to use, a majority of which are from FC5. Great fun if you, like me, are into that. If my memory serves me right, it's very similar to the old CryEngine editors from back then? I only dabbled a little bit in those to fully remember.
I spent about 2-3 workdays from downloading the editor to publishing my map, which I think speaks for how easy it is to learn and iterate in it. Would I recommend anyone getting the game just for the editors sake? No, not really. As much as I think the editor is cool, there's both Unreal and Unity to scratch the same kind of mapping itch.
So here's a few shots of my level. I wanted to take some inspiration from L4D's Swamp Fever, which turned out a really fun project considering there were hardly any natural swamp/wetlands foliage, so I had to improvise. If you have the game installed you could search for maps made my user "grap3n".